// This file was created by Filewrap 1.1
// Little endian mode
// DO NOT EDIT

#include "../PVRTMemoryFileSystem.h"

// using 32 bit to guarantee alignment.
#ifndef A32BIT
 #define A32BIT static const unsigned int
#endif

// ******** Start: VertShader.vsh ********

// File data
static const char _VertShader_vsh[] = 
	"attribute highp vec4  inVertex;\r\n"
	"attribute highp vec3  inNormal;\r\n"
	"attribute highp vec2  inTexCoord;\r\n"
	"\r\n"
	"uniform highp   mat4  MVPMatrix;\r\n"
	"uniform highp   mat4  ModelViewMatrix;\r\n"
	"uniform highp vec3  LightDirection;\r\n"
	"// fog uniforms\r\n"
	"uniform lowp    int    iFogMode;\r\n"
	"uniform highp float  FogDensity;\r\n"
	"uniform highp float  FogEnd;\r\n"
	"uniform highp float  FogRcpEndStartDiff;\r\n"
	"\r\n"
	"varying mediump vec2  TexCoord;\r\n"
	"varying lowp    vec3  DiffuseLight;\r\n"
	"varying lowp    vec3  FogIntensity;\r\n"
	"\r\n"
	"void main()\r\n"
	"{\r\n"
	"\t// transform position to view space as we need the distance to the eye for fog\r\n"
	"\thighp vec3 viewPos = vec3(ModelViewMatrix * inVertex);\r\n"
	"\thighp float eyeDist = length(viewPos);\r\n"
	"\t\r\n"
	"\t// transform vertex position\r\n"
	"\tgl_Position = MVPMatrix * inVertex;\r\n"
	"\t\r\n"
	"\t// texcoords pass through\r\n"
	"\tTexCoord = inTexCoord;\r\n"
	"\r\n"
	"\t// calculate lighting\r\n"
	"\t// We use a directional light with direction given in model space\r\n"
	"\tlowp float DiffuseIntensity = dot(inNormal, normalize(LightDirection));\r\n"
	"\t\r\n"
	"\t// clamp negative values and add some ambient light\r\n"
	"\tDiffuseLight = vec3(max(DiffuseIntensity, 0.0) * 0.5 + 0.5);\r\n"
	"\r\n"
	"\t\r\n"
	"\t// select fog function. 1 is linear, 2 is exponential, 3 is exponential squared, 0 is no fog.\r\n"
	"\thighp float fogIntensity = 1.0;\r\n"
	"\tif(iFogMode == 1)\r\n"
	"\t{\r\n"
	"\t\tfogIntensity = (FogEnd - eyeDist) * FogRcpEndStartDiff;\r\n"
	"\t}\r\n"
	"\telse if(iFogMode >= 2)\r\n"
	"\t{\r\n"
	"\t\thighp float scaledDist = eyeDist * FogDensity;\r\n"
	"\t\tif (iFogMode == 3)\r\n"
	"\t\t{\r\n"
	"\t\t\tscaledDist *= scaledDist;\r\n"
	"\t\t}\r\n"
	"\t\tfogIntensity = exp2(-scaledDist);\r\n"
	"\r\n"
	"\t}\r\n"
	"\r\n"
	"\t// clamp the intensity within a valid range\r\n"
	"\tFogIntensity = vec3(clamp(fogIntensity, 0.0, 1.0));\r\n"
	"}\r\n";

// Register VertShader.vsh in memory file system at application startup time
static CPVRTMemoryFileSystem RegisterFile_VertShader_vsh("VertShader.vsh", _VertShader_vsh, 1604);

// ******** End: VertShader.vsh ********

// This file was created by Filewrap 1.1
// Little endian mode
// DO NOT EDIT

#include "../PVRTMemoryFileSystem.h"

// using 32 bit to guarantee alignment.
#ifndef A32BIT
 #define A32BIT static const unsigned int
#endif

// ******** Start: VertShader.vsc ********

// File data
A32BIT _VertShader_vsc[] = {
0x10fab438,0xa29e7e2c,0x30050100,0x2501,0xd363e337,0x2000000,0x20000000,0x3b070000,0x0,0x4000000,0x0,0x39000000,0x20303,0x0,0x1010000,0x2,0x0,0x70040000,0x55535020,0x20,0x464,0x1,0x1,0x0,0x204,0x0,0x2,0x7d,0x0,0x8,0x0,0xffffffff,0x0,0x122000a,0xffff,0xb,0x0,0x0,0x29,0x0,0x0,0x0,0x0,0xfffc,0x0,0x0,0x0,0xffff0003,0xffffffff,0x270006,0x80000b,0x2e0002,0x0,0x2f0002,0x100000,0x3a0002,0x1,0x3b0002,0x100001,0x3e0002,0x2,0x3f0002,0x100002,0x200001,
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0x80048004,0x0,0x0,0x4,0x0,0x10404,0xfa100000,0x60a01a00,0x28831002,0xd003aab4,0x488d1181,0xf0200e9e,0x10a83205,0x2,0x2000a,0x80018000,0x80038004,0x0,0x0,0x10005,0x10001,0x10001,0x10000,0x0,0x10403,0xfa100000,0xf0400811,0x38980605,0xf0804994,0x38820606,0xf0808b17,0x38820606,0xf080cc9a,0x38820606,0xf09f0081,0x831402,0xf0000e12,0x10a03205,0xe01f0004,0x821002,0x80000000,0x8801202,0x80000000,0x8801002,0x3,0x0,0xf9000040,0x20004,0x10000,0x80000002,0x80048001,0x8003,0x0,0x0,0xf003aad7,0x488c1901,0x3,0x0,0xfd000040,0x20005,0x40000,0x80000002,0x80048001,0x8003,
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0x6e6f6974,0x5010000,0x305,0x1000001,0x40000,0x4d00000f,0x614d5056,0x78697274,0x16000000,0x303,0x1000001,0xff101000,0x540000ff,0x6f437865,0x64726f,0x5030000,0x1000002,0x10000,0x3000208,0x6e690000,0x43786554,0x64726f6f,0x3000000,0x304,0x1000001,0x40400,0x4c000003,0x74686769,0x65726944,0x6f697463,0x6e,0x30304,0x100,0x3200001,0x700,0x6f4e6e69,0x6c616d72,0x4000000,0x304,0x1000001,0x40800,0x44000007,0x75666669,0x694c6573,0x746867,0x5040000,0x1000001,0x10000,0x7000300,0x46690000,0x6f4d676f,0x6564,0x1030600,0x10000,0x2f000100,0x10004,0x676f4600,0x646e45,0x3020000,0x1000003,0x10000,0x1000134,0x6f460000,0x70635267,
0x53646e45,0x74726174,0x66666944,0x2000000,0x303,0x1000001,0x13500,0x46000001,0x6544676f,0x7469736e,0x79,0x30302,0x100,0x1360001,0x100,0x49676f46,0x6e65746e,0x79746973,0x4000000,0x105,0x1000001,0x30400,0x7,
};

// Register VertShader.vsc in memory file system at application startup time
static CPVRTMemoryFileSystem RegisterFile_VertShader_vsc("VertShader.vsc", _VertShader_vsc, 1883);

// ******** End: VertShader.vsc ********

